Posted by2 years ago
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I just started the long endeavor of making weapons! I think I understand the grades of weapons, however I wanted to see whatbrhe community felt was their favorite class of weapons. Do you prefer blunt heavy weapons, or pole arms, or traditional swords? There's so many different weapons to make and they all seem to have their own strengths and weaknesses. Until I get a good smith I'm selling everything, but eventually I want to outfit my crew with a good weapon set. Also can my smith eventually make the best tier if their skill gets high enough?
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By James DugganIn Fortnite Battle Royale, you’ll skydive onto an island arena, scavenge for weapons, run from an encroaching electricity field, and fight your way through 99 other players to victory. Sound familiar? A carbon copy of PlayerUnknown’s Battlegrounds has found it’s way into Epic’s recently Early Access-launched crafting adventure Fortnite with many notable exceptions, but at least two major additions: building and destruction. Fortnite Battle Royale is an unexpected and disconnected addition to the main game, but one that isn’t entirely without merit.
Let’s get the negatives out of the way first. Despite feeling eerily similar to PUBG at times, the build of Fortnite Battle Royale that I played was missing a plethora of quality of life features that were sorely missed from my time spent with Battlegrounds. Vehicles, free look, aim down sights, backpacks, and the ability to sort through nearby items with an inventory screen had not yet been added. Weapon attachments, airdrops, and the ability to go prone were absent too, but those struck me more as stylistic differences.
Combat is fast, frantic, and enjoyable for the most part. Damage numbers erupt from your target’s body on impact, conferring a clear understanding of how much pain was dealt. But understanding how close an enemy is to death is another story, as some players can soak up more damage than others thanks to shield potions. Which, unlike the visible helmets and armor of other battle royale games, make engagements in Fortnite a bit of a guessing game.
Omissions and perplexing dissimilarities aside, Fortnite Battle Royale utilizes its intuitive and excellent construction system to introduce a new element to the Battle Royale space. Theoretically the sky’s the limit, you could build a replica of the Winchester house replete with traps, and doors leading to sheer drops.. if you only had the time. As it turns out, building complex structures isn’t really possible when you’re constantly running from the encroaching storm. In spite of this, players do set traps and build simple structures that are remarkably clever and devious.
Two opposing staircases halted my progression up a cliff, while a simple low wall wedge gave an enemy a clear advantage in combat. Whether intentional or not, dropped weapons glow with vibrant colors and make for excellent bait. On more than one occasion I was ambushed while investigating an errant pile of loot, or skewered by spikes on my way to pluck a conveniently visible sniper rifle from an attic. This was the gameplay that I enjoyed the most, and I would love to see Fortnite Battle Royale evolve to better incentivize these insidious behaviors.
Conversely, Fortnite Battle Royale allows you to destroy any part of any structure. All players start with a pickaxe which can be used to harvest materials and break just about anything. Sometimes chests are hidden in attics with no clear entryway, in which case you simply create one. This destruction affects combat too as building campers can be eradicated in spectacular fashion with a well-placed rocket or grenade.
Finally, it’s worth mentioning that none of Fortnite’s PVE progress carries over into Battle Royale and there currently are no rewards for winning a match in Battle Royale that transfer back over to PVE. For the time being at least, Battle Royale is very much it’s own thing.
My time spent with the new mode left me with one prevailing question: who would choose Fornite Battle Royale over PlayerUnknown’s Battlegrounds? And while that may sound like hyperbole, I mean it sincerely and think that there are legitimate reasons why a player would choose Fortnite for this type of experience. First and foremost, Fortnite will be a free to play game at launch. Secondarily, with the mode officially launching on the 26th of September but playable right now, Fornite Battle Royale will be available to console players who have purchased a founders pack long before Battlegrounds launches on Xbox One. Finally, the incorporation of building and destruction, while interesting, has a long way to go before PUBG veterans should feel obligated to try out Fortnite.
It’s going to be interesting to see how Fortnite’s Battle Royale evolves, and if there is space for it to amass a following alongside the leviathan that is PUBG. For all things Fortnite, keep it right here on IGN.
Posted by5 months ago
Im starting a new game and will be using a smaller squad. I usually like someone in my party to carry a falling sun, and since I had a 12 man squad I could just have him carry it even when the stats were low to train it by combat, but since Im using a 3 man squad in this game I cant have a useless guy so I was thinking on starting Katanas then switching when the stats allowed. My question is how long would it take me to 'regain' the levels on heavy weapons that I pour into Katanas till mid game
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Developer: Lo-Fi GamesPublisher: Lo-Fi Games
Release: Out now
On: Windows
From:Steam, Humble, direct from dev
Price: £23, $30, €27
On: Windows
From:Steam, Humble, direct from dev
Price: £23, $30, €27
I could, I suspect, dash myself against Kenshi‘s wind-bleached rocks for a full year and still feel ill-qualified to pass judgement upon it. You might as well ask me to review atmospheric pressure, or continental drift.
Kenshi is everything. Kenshi is nothing. Kenshi just is.
Before I proceed any further into existential hand-wringing about the amorphous nature of sandbox survival/management/roleplaying maxi-game Kenshi, which just left early access after a half-decade of open development, let me make something clear. Kenshi impresses the bejeesus out of me. Given the opportunity, I’m confident I would play it for a year – more, even.
My mind swims with the possibilities presented by long-term play, a dream of cities in which I laid every brick, planted every crop, recruited and dictated the fate of their every inhabitant, who now man a vast network of mines, factories, shops and defences. Industry and a certain comfort restored to a dead and shattered world.
Or a dream of an endlessly nomadic life, a roaming gang of heroes clearing the vast sands of bandits and thieving iron skeletons and murderers in hiding, feeding my ever-growing, supremely-scarred army with food bought with the armour and weapons I looted from my foes.
![Kenshi Kenshi](/uploads/1/2/3/7/123704197/775854735.jpg)
Or a dream of solitude, never taking my focus beyond a single character, getting by on a diet of thievery, simple trading, subsistence farming and tense evasion of those bandit packs. Wherever I lay my slightly goofy metal rice-hat, that’s my home.
Or a dream of all of these things, at once. Or none of them.
Kenshi is.
Everyone’s Kenshi story will be different. Some of them will have taken a year, will have built that empire. Some will have died, lost and alone in the swirling sands, a few short hours or even minutes into trying to figure out how to find or buy food. Some will have done little but hours of mining.
For me, I played it like some mutant, no-pressure RPG. I roamed or battled my way to new places. I grew my party. I upgraded my gear. I wondered and wandered, only setting down roots temporarily, building way-stations to prep myself for further forays. I had experiences.
Dwarf Fortress is a natural touchstone when discussing Kenshi, in that both concern the free-form management of a potential empire in a desolate place, the assigning of tasks and suffering slings, arrows and outrageous fortune. Kenshi feels fundamentally different, however, and not simply because it has much more of a WYSIWYG interface. It’s much more a game of (very slow) exploration than it is one of spinning plates and seeing what shapes they shatter into.
What it most reminds me of is Ultima Online, the MMO grandaddy whose back-of-the-box precis still reads like a game from the future, despite its age-dictated shonkiness. Both offer you a whole world, and shrug at any attempt to divine purpose from it. That’s up to you. Be a hero, be a villain, be a trader, be a manual labourer, work your way from absolute anonymity and poverty to wealth and reputation or any number of stops in between. (And both have slightly insufferable interfaces).
Kenshi is, of course, a singleplayer affair rather than an MMO, which if anything swings open the doors of potential even wider. You can, in theory, reshape this broken desert world as you see fit, rather than being a mere bit player in it. Another remarkable shift – and perhaps Kenshi’s defining feature amongst a sea of remarkable freedoms – is quite how many NPCs you can optionally recruit.
An early foray into Kenshi’s arid world, which is both post- and pre-technology, has you alone, poor and unspeakably vulnerable to the roving bandit packs. But after a few days with it, you too might control a roving pack, finally able to survive those onslaughts – be it to protect your traders and caravans as they shuffle mined or made resources between towns, be it to dispense justice or be it to slay and rob anyone you encounter.
The pack will be made up, essentially, of people you met at bars. Some of them joined for adventure or personal motivations, most for a princely but achievable sum. Some have combat specialisms, some are better suited to farming, researching, building or mining. All can be assigned to any task, and made to improve at it. A few have quiet personalities and preferences, but generally a sense of anonymity abides.
There’s a point where your gang ceases to be a gang and becomes, effectively, a small business – you’ve got your workers here, your warriors there, folk off exploring or trading there… People with permanent jobs they manage themselves, dense networks of farms and machines and stores so everyone can stay fed without your micro-management. I don’t believe that it ever reaches the scale of, say, a city-builder or a Settlers, but it definitely stands in some strange but fresh middle-ground between something like that and a hand-to-mouth survival game like Don’t Starve.
I am, after several days of play, an impossible amount of time away from being a force truly to be reckoned with in its vast, mostly empty, build-almost-anywhere world, but already I’m far past the point where I knew all my guys’ names and specialisms without having to check. I feel like the CEO of a mid-level corporation by this point, only with looms and cookers instead of yachts and Teslas.
At the moment, my ’empire’ is a few scattered stone houses, thrown up in the closest proximity I can to ore deposits close to the few, far-flung, well-guarded NPC settlements. I move my mob between these, gathering resources, selling them for money, spending that money on new recruits. By now, I have two separate squads, though the oddities of the interface make managing them more of a headache than I’d like.
But I could have a city. When I said earlier that I dream of my own cities, I tell no lie. Kenshi gets under the skin, into the blood. Its lonely, dangerous atmosphere, its colossal scale, the growing realisation of how much it will allow me to do if I give myself to its glacial pace, its obtuse controls, its total disinterest in capering for my attention, all gnaw at some hind part of my brain. In between wakefulness and sleep, I imagined what I could build, out there in that desert. House after house to call my own, walled off and guarded, with its own farms and own factories.
It would take years, probably. Would that be a wise use of my time? There can be no ending, no ultimate sense of closure: it would become my job. I applaud that and I am sorely tempted by that, even if I could not possibly justify it.
I should say, too, that Kenshi is not an easy game to sink into. It is a remarkable achievement from a small team, but it is inescapably the work of a small team – the appearance is sometimes crude, quality of life touches you might expect are not there, guidance is minimal, the controls and camera sometimes an uphill struggle. I think this is a small price to pay for the wealth of possibilities offered, but expect an uneven, sometimes confounding experience.
My own is perhaps best exemplified by this early oddity. I’d been able to recruit one other character, but my gang was still so horrifyingly vulnerable, and the work required to simply afford food so extreme. I was morose, and anxious about how I could possibly make this review happen. As I wandered outside the starting town, the one-bar nowheresville known as The Hub, for another slow and thankless round of manually mining iron for a miniscule return, I saw a lonely shape trudging through the stinging sands.
It was not human, or skeleton, or lizardman, or any of the other bipedal intelligent life of this place. It was a packbeast, which I’d otherwise only seen as part of a heavily-guarded caravan, that I could trade with but not possibly hope to steal from, by force or by stealth (not yet). Why was this one alone? Its saddlebags revealed it was not wild, as some were – it belonged to someone. Were they nearby? Had they been ambushed and slain, and this one beast found its way to relatively safety during the attack?
Or had the game glitched, leaving one creature, festooned with valuable building supplies, alone when it should not be?
Feature or bug, feature or bug? Shadow of the wool ball. That’s a question which has repeatedly dogged my Kenshi experiences.
I don’t think it matters. What matters is that I took a chance and slew that beast. The fight was hard, my pair of men so weak that this exhausted creature was more than capable of kicking their heads in, but they survived, barely. No one came seeking vengeance, though for hours I winced whenever we passed anyone else. And, suddenly, I had an embarrassment of riches. Well, not compared to what would come later, but for now: enough to build a home, a farm, a training room, cooking facilities. Enough to get going, to stake a claim. A shortcut, of sorts.
Feature or bug? Either, both. Whatever the cause, it felt so very Kenshi, this sudden shift, a story all my own, choices all my own. Nothing becoming everything.
I carried the packbeast’s corpse into town, slowly, arduously. I moved its supplies into storage crates or sold them at the bar, until the beast’s packs were empty. When I finally lowered its great carcass to the ground, it launched itself at weightless speed a few hundred feet into the air, then drifted halfway across the desert, finally setting down again God knows where.
Feature or bug? Well, some questions answer themselves. Even this, somehow, felt so very Kenshi. None of that could have happened. I might still be grimly mining the same rock to this day, or I could (as I did much later) stumble across the aftermath of an enormous battle, and make my first fortune from looting strangers’ corpses. Or who knows what else?
A game of everything, a game of nothing. Eternal, unknowable, remarkable, infuriating, Kenshi defies easy judgement. Kenshi is. I implore you to play it.
Despite the love it has received since launch last year, Kenshi still has some rough spots to iron out. As diligent as always, the modding community has stepped in to alleviate most of those problems -- or at least cut down on the more annoying aspects of the game — with some handy mods.
From recruitable prisoners to an in-game biome map and more, we've rounded up the 10 best Kenshi mods that are currently available.
Note: If you've browsed around for Steam and Nexus Mods before, you've probably noticed the Workshop has significantly more options available than Nexus, which isn't usually the case.
That's because in many cases, modders have stopped updating the Nexus Mods versions during the course of the game's lengthy open beta. If a mod there doesn't work in the full release version, there's a good bet you can find an equivalent mod over on the Steam Workshop instead.
Mod: The Lightsaber
Do I even need to say this out loud? OF COURSE you need lightsabers in Kenshi, and anyone who tells you otherwise is not your friend.
When you start a new game with this mod installed, you get four characters with randomly colored lightsaber options. Sadly, they don't glow as a light source (yet) but maybe down the line the modder will update it with that effect?
Mod: Martial Village
A lot of work went into this mod, which adds in an entire new settlement full of monks with unique clothing, custom dialog, and a ton of new items and furniture types.
After downloading Martial Village, head to the high bonefields biome at the southern end of the map (southeast of the swamp area) to find the new location.
Thanks to PurpleSailBoat for the tip!
![Kenshi How To Switch Weapons Kenshi How To Switch Weapons](/uploads/1/2/3/7/123704197/754729283.jpg)
Mod: Recruitable Prisoners
This is easily one of the most popular mods for Kenshi, and for very good reason. Unarmed, captured prisoners now have a small chance to be recruited -- and they come with their own unique dialog.
This mod also opens up the possibility of recruiting creatures like the Frog Prince and the Error Code robots.
You should note a potential issue, however -- some users have reported problems where turret guards won't actually do anything when you have prisoners in cages while this mod is installed.
In some instances, turret gunners will also shoot at new recruits when you recruit prisoners. In either case, just save and reload to fix the issue.
Mod: Moar Unique Dialog
In terms of extending the life of the game and keeping things interesting, mods like this one are simply a must-have. Moar Unique Dialog does exactly what it sounds like: it adds extra lines for dozens of unique recruits.
Make sure to use this one in conjunction with the recruitable prisoners mod listed on the previous slide for the biggest effect. However, keep in mind any other dialog mod will conflict with this one as of this writing.
Mod: 256 Recruitment Limit
Other than Recruitable Prisoners, this is the other must-have mod. I don't recommend playing Kenshi without it.
Once you've mastered survival on your own, it's time to start recruiting a squad, which will help you thrive in the post-apocalypse. Thing is, to have your own army, you need more space than the vanilla game allows.
That's where this mod comes into play; it increases the recruitment limit to 256, maximum members available for a squad to 50, and the maximum squad limit to 20.
If you use multiple mods, make sure to place this one at the bottom of the load order. Many different mods out there change the values on the game's data tables, and they will often overwrite the 256 recruitment value.
Mod: Interesting Recruits
Want more story-heavy recruits to spice up the game's empty spaces? This mod does exactly that, offering up interesting new recruits who spawn in different taverns.
From cannibals to disfigured scientists to samurai, there's something for everyone with these seven new characters:
- Grimm
- Optic
- Katharciss
- Okuro
- Yunomi
- Mikael
- L'Cie
Mod: Interior And Exterior Design
Want to build all of those cool non-researchable furniture items you've found across the game?
With this mod, you can research and build pillows, shelves, benches, and more. Note that some objects will still only be decoration after being built, even though they look like you should be able to sit/sleep on them.
Mod: Shops Have More Items
Wish shops had more money and items available? This mod drastically increases both in many shops found across the game. It also changes the base values so that a shop's inventory refreshes more quickly.
Important note, though: don't use this mod with other shop modifications active at the same time as they will cause major conflicts with one another.
Mod: Dark UI
Don't care for Kenshi's standard user interface? Neither did the awesome modder behind this enhancement to the game.
With Dark UI installed, all of the game's interfaces get a cleaner, darker appearance that is much easier to navigate.
Note that if different menus appear stretched or you can't read the text after installing this mod (like shop money no longer appearing where it should), you just need to change the game's screen resolution to 1920x1080 to resolve the issue.
Mod: Storage Sheds
This handy mod drastically simplifies the game's storage micromanagement. Rather than filling a shack with storage bins, shacks themselves now hold storage and get their own building tabs for easy browsing.
The mod also throws in a handful of decorations you can place next to sheds to remind yourself what you were storing in which shed.
Kenshi Unique Weapons
Mod: Weight Bench - Strength Training
This is another mod aimed at simplifying Kenshi's micromanagement, and it succeeds in spades.
Rather than training your recruits with rock-filled backpacks, you can now quickly boost their strength by building a weight bench.
Note that you have to unlock the training dummies first, and the weight bench is actually found in the interior tab of the building menu, rather than the training tab.
Mod: Populated Cities
Tired of all the empty, lifeless cities found across the game world? With this mod, every major population center gets significantly more interactable characters; it also upgrades NPC behavior.
Crtani filmovi za djecu. Now citizens will buy things from stores you own, and they all operate on more realistic schedules, like leaving their shops to buy supplies or going to their homes to perform chores at night.
Mod: In-Game Biome Map
Want to know exactly where the boundaries of each biome can be found without having to exit the game and check the online wikis?
This small but very nifty mod adds a biome border display over the normal in-game map. If you don't like the bright biome hues that don't quite fit with the overall color scheme of the game, there's also a non-colored version of this modhere.
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Kenshi How Do You Switch Weapons
What do you think of these Kenshi mods? Are there others we left off that you think we should add? Sound off in the comments and let us know.
Published Dec. 13th 2018